How do you know the skillset you need to get promoted? Context matters, but I put together what I evaluate and what I use to help product leaders level up their product designers
CLAIM Area | Skill | Associate | Intermediate | Senior | Lead |
---|---|---|---|---|---|
Communication | Design Rationale | Struggles to explain design decisions. | Can explain design choices in familiar terms. | Clearly connects design to user needs and product goals. | Shapes conversations around design impact. |
Communication | Feedback (Giving) | Avoids giving feedback or makes it personal. | Shares feedback occasionally, not always helpful. | Gives clear, helpful design feedback. | Coaches others to give and receive critique productively. |
Communication | Feedback (Receiving) | Gets defensive during critique sessions. | Listens but takes feedback personally. | Uses feedback to evolve work. | Asks for feedback early to shape outcomes. |
Communication | Storytelling | Talks about screens, not the story. | Can walk through design flow. | Builds compelling narratives around user journeys. | Tells product stories that inspire action and buy-in. |
Leadership | Design Ownership | Waits for tasks, needs direction. | Takes ownership of assigned flows. | Owns end-to-end experiences. | Drives design across the product ecosystem. |
Leadership | Mentoring | Not ready to support others. | Shares tips with juniors occasionally. | Regularly mentors others on design craft and thinking. | Builds design culture through coaching and guidance. |
Leadership | Strategic Thinking | Focuses on execution, avoids strategy. | Joins strategy talks but doesn’t shape them. | Brings design perspective to strategy decisions. | Uses design to drive strategic differentiation. |
Alignment | Cross-functional Collaboration | Sticks mostly to other designers. | Works with PMs and engineers on specs. | Drives alignment between design, product, and engineering. | Aligns teams through shared understanding of experience. |
Alignment | Stakeholder Communication | Avoids tough conversations. | Shares updates when asked. | Keeps stakeholders in the loop and engaged. | Anticipates concerns and builds early buy-in. |
Impact Thinking | AI & Emerging Tech | Doesn’t explore new tools or trends. | Tries new tools but not embedded in process. | Leverages AI and tech trends to improve workflow and design. | Pioneers new methods and tools that set the bar for others. |
Impact Thinking | Customer Interviews | Rarely talks to users, relies on secondhand info. | Participates in interviews when invited. | Leads interviews to uncover user needs and pain points. | Builds continuous learning loops from direct user contact. |
Impact Thinking | Design Trade-offs | Wants perfect solutions, avoids tough calls. | Can choose between options with some support. | Comfortably navigates trade-offs between user needs, tech, and business. | Guides others in balancing vision with constraints. |
Impact Thinking | Measuring Impact | Work stops at high-fidelity designs, outcomes are unchecked. | Looks at outcomes if shared by others. | Tracks outcomes of their design decisions. | Defines success criteria and connects design to results. |
Impact Thinking | Outcome Focus | Designs for features, not outcomes. | Occasionally reflects on impact. | Designs toward measurable user and business outcomes. | Champions design metrics linked to real outcomes. |
Impact Thinking | Prioritization | Waits for PMs or leads to prioritize. | Suggests priorities based on design effort or value. | Prioritizes based on user impact and business goals. | Shapes priorities collaboratively across teams. |
Impact Thinking | User-Centered Problem Solving | Focuses on aesthetics over needs. | Balances user needs and interface patterns. | Solves real user problems with clarity. | Leads discovery and drives insight-driven design. |
Methods & Craft | Accessibility | Unaware of accessibility standards. | Follows basic accessibility rules. | Designs inclusive experiences across devices and needs. | Advocates and teaches accessibility practices. |
Methods & Craft | Design Systems | Uses design system but often breaks consistency. | Mostly follows guidelines. | Contributes components or improves system. | Shapes and evolves system for broader use. |
Methods & Craft | Intuitive Design | Relies on patterns but users struggle. | Designs flows that mostly make sense. | Builds experiences users navigate without help. | Crafts invisible UX that just works. |
Methods & Craft | Prototyping | Avoids prototyping or uses static screens. | Builds basic flows to show ideas. | Uses prototypes to test and learn quickly. | Rapidly prototypes at different fidelities to shape direction. |
Methods & Craft | System Thinking | Sees design as a screen, not a system. | Thinks in flows, but misses connections. | Designs with reuse and scale in mind. | Architects design ecosystems across the product. |
Methods & Craft | UX Design | Follows patterns without questioning. | Applies UX principles with some user insight. | Designs intuitive, user-tested flows. | Shapes complex experiences that feel simple. |
Methods & Craft | Visual Design | Designs look inconsistent and unclear. | Designs are clean but sometimes lack polish. | Produces visually coherent, high-quality work. | Sets the visual standard for the team or org. |